Tag Archives: horse

The well-trodden path leads towards the entrance of the cave. It looms ahead, dark and forbidding. The cleric sends forth another eye, directing it into the darkness. When it comes back, it relays the images of a deserted space, with objects piled near the opening.

The horses have been secured to metal poles outside the cave. To enter, the siblings have to pass them or lure them away. Lilith prepares an enchantment spell, but while they softly debate over the best course of action, the dire beasts get more agitated. The breeze must have carried their smell towards them. They can’t wait any longer. Phaedra moves stealthily closer and stays on the left side of the path, while the wizard chooses the other side, but the horses’ red eyes follow her. Lilith buffs the fighter with spells. His muscles pop up.

One of the horses finally manages to break free and canters straight towards the scout. The cleric immediately releases her spell, but the horse’s willpower is too strong; it doesn’t heed her suggestion. Jharrath summons a large earth elemental and places it right in the path of the charging beast. The elemental hits the horse twice on the head. The dire horse counterattacks and rears up on its hind legs, thrashing the summoned monster, its red eyes flashing. It must have fiendish blood.

Then the second horse breaks its tether and lashes out with its hoof, striking the wizard in the shoulder. Alvra, muscles bulging, draws his sword and slashes at the horse, but he doesn’t do much damage. The skin is too thick. Jharrath uses his boots and moves backwards, where he casts mirror image on himself. Four more wizards appear out of thin air.

Lilith looses a bolt, but it misses its target. Discarding her useless crossbow, she takes out her flail, activates its special ability and charges the horse. She cries out,

Lolth, give me the strength to slay this beast!

but the fiendish horse is not bothered by the extra fire damage. The wizard fires his wand of magic missiles and then summons five small elementals, while Alvra strikes again. This time he focuses and with a mighty swing of his sword, he hurts the fiend good. The small elementals are no match for the black horse. It seems to like fighting, and is trained to kill. The steed bites and kicks, sending two elementals back to their native plane. Lilith activates her rod of grievous wounds, and gets kicked by a massive hoof as reward. With a cry of rage, she focuses her divine power and projects a blast of light from her open palm into the steed’s head. The horse is trembling, exhausted and severely wounded. Then Alvra steps in and with another massive attack beats it to pulp.

Meanwhile the battle between the first horse and the large earth elemental rages back and forth. The other elementals join the fight, their master following behind. The fighter hurls a javelin towards the horse, followed by a frost breath attack by Lilith. But like the fire, the cold seems to do little to no damage. Jharrath summons a medium sized elemental, that immediately attacks. Alvra grabs his javelin and takes up position next to his sister.Together they attack again, both flanking the dire horse. Alvra hacks and slashes, and finally manages to slay the fiend.

The siblings slowly stand up, quiet returning to the battle field. Lilith heals both herself and her fighter brother, and hands him an extra healing potion. They are bruised and bleeding. Jharrath walks towards the cave: their younger sister seems missing…

Three drow against two horses. Phaedra looks back at her siblings. They seem to be handling the situation well, so she continues towards the cave. She creeps closer and closer, then hides and listens carefully. Taking a quick peek inside, she sees a fairly wide natural cave, artificially widened. She spots the crates, mentioned earlier by the prying eye. The remains of a campfire are cold and abandoned. The scout warily enters the cave. She moves steadily deeper, searching for traps, but finds nothing. The barrels contain food and trading goods from several merchant houses. A prison is built into the wall, the bars in excellent condition, complete with chains and a pit. It is empty. Phaedra checks out the back of the cave. Two bunk beds, a table, chairs and a hatch in the ground. She crouches down.

… the others walk inside. Alvra examines the empty holding cell; its neck clamps silent witnesses of the people who have been kept there. Searching for her sister, Lilith notices signs, which have been carved in the hatch.

Wait for me, I’ll be back.

She recognizes Phaedra’s signature. While her brother searches for clues near the bunks, she walks back towards the entrance to check out the crates. Like Phaedra discovered earlier, she finds food, silk, probably stolen. The drow decide to sit down and eat while waiting. Lilith takes her dinner over towards the hatch -her flail within reach- and readies for action, while Alvra positions himself on the other side, taking a defensive stance.

Suddenly the hatch opens and Phaedra’s head pops up. In sign language, the cleric asks her sister what she’s found out. The scouts looks businesslike.

Though the Xaniqos have escaped the deadly trap this time, there are still possibly ten to twelve hostile drow on the loose. There is no trace of the fiendish ravens; strategically, the siblings have a good and defensible position, Alvra says. Tired and wary, they decide to spend the night in the pit and wake up feeling slightly better.

Lilith sends out one of her prying eyes to assess their situation. The orb returns to convey images of hills and meadows to the cleric, a landscape where nothing moves except small wildlife. There is no visible threat, there are no other drow. With this knowledge, they set out and head back towards the old watchtower area. The smell of burned flesh still permeates the air from the silo. Phaedra wearily enters the scorched area, and finds the battle scene undisturbed. Many footprints are still visible in the sand, the area is scorched and blood permeates the soil.

Clear tracks lead towards the mountains, deeply imprinted by the weight of heavy armor. They seem to be in a hurry! Another prying eye sets out to scout the area. The drow follow the trail for many hours, but Phaedra’s instinct and scouting skills tell her that they are only two miles as the crow flies from the portal through which they entered the Upper World. The landscape is becoming more and more overgrown with bushes and trees, the ground gets stony. When her sister loses the track, Lilith calls back the prying orb. In their vicinity are many small furry animals, but no houses or settlements; nothing is threatening. One more orb sets out with the specific instructions to search for caves and people, and its search proves successful. There’s a dark space up ahead that could be the entrance they are searching for.

Soon they find themselves on a much used path. Phaedra sees track from creatures that are not know to them; they are wider than those of rothé. As they follow the trail –Phaedra in the lead– the scout hears snorting and ducks behind the nearest tree. Fortunately it seems closer than it is, due to the mountain’s acoustic. Phaedra signals to the others, who have heard nothing unusual over the wood’s natural sounds, whereupon the cleric sends forth another magical orb. When it returns to her hand, it brings news: there are two jet-black red-eyed creatures ahead, waiting in front of an opening in the mountain.

Phaedra sneaks closer, while Jharrath casts his awareness forward, toward the beasts. He gets the impression that these are no natural inhabitants of the forest. They are different, more powerful and bigger, than the draft animal that was harnessed to the chariot in the village. The cleric calls back her sister, whereupon Jharrath shares his findings with the others.